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April 24th, 2003, 02:21 AM
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Shrapnel Fanatic
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Join Date: Jul 2001
Location: Southern CA, USA
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Re: Adamant Mod Discussion Thread (v0.14.07 released!)
Version 0.07.00 of Adamant Mod has been released. Colony Tech mod ideas from Ekolis have been added to the mod. Now, you must select the appropriate racial trait based off of your homeworld type. Taking an extra is considered cheating.
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April 30th, 2003, 06:12 PM
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General
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Join Date: Jul 2001
Location: Canada
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Re: Adamant Mod Discussion Thread (v0.14.07 released!)
how you have personalized the resource gathering facilities based on what your advanced traits are very cool
I was wondering if this might be a cool idea for your mod...
Based on the Evolutionary Development...
Organic Fighter Bays, and Fighters,
And Organic Drone Launchers and Organic Drones
You could do the same with the Paradigm ( Good speakers ) and the other areas....
Would be cool...
But just an idea.
And this thread fell to the second page..
__________________
RRRRRRRRRRAAAAAGGGGGGGGGHHHHH
old avatar = http://www.shrapnelgames.com/cgi-bin...1051567998.jpg
Hey GUTB where did you go...???
He is still driving his mighty armada at 3 miles per month along the interstellar highway bypass and will be arriving shortly
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April 30th, 2003, 08:44 PM
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Shrapnel Fanatic
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Join Date: Jul 2001
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Re: Adamant Mod Discussion Thread (v0.14.07 released!)
There are already Organic fighters and fighter bays (and Magic ones too). Organic drones and such will follow later when I work on the mod again.
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May 1st, 2003, 08:14 PM
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Shrapnel Fanatic
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Join Date: Jul 2001
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Re: Adamant Mod Discussion Thread (v0.14.07 released!)
Version 0.08.00 of Adamant Mod has been released. Added mounts for other vehicle types. Increased cost of Resupply Depot to 18000/9000/9000, and then added 10 levels available with Industry with decreasing costs. Changed names of various facilities.
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May 3rd, 2003, 06:32 AM
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Shrapnel Fanatic
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Join Date: Jul 2001
Location: Southern CA, USA
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Re: Adamant Mod Discussion Thread (v0.14.07 released!)
Version 0.09.00 of Adamant Mod has been released. Created Projectile Weapons technology field. There are 10 different weapons, each with a 2 dimensional tech grid of 10 levels each dimension. ~5 MB comps file!
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May 4th, 2003, 01:05 AM
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Shrapnel Fanatic
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Re: Adamant Mod Discussion Thread (v0.14.07 released!)
If anyone wants to test out the new Projectile Weapons (not in comparison to other weapons, but compared to the armor, shields, etc. and to each other), that would be most appreciated.
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May 4th, 2003, 01:34 AM
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Colonel
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Join Date: Feb 2001
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Re: Adamant Mod Discussion Thread (v0.14.07 released!)
gee I just D/L .008
__________________
Kill em all let God sort em out
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May 5th, 2003, 09:16 PM
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Shrapnel Fanatic
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Re: Adamant Mod Discussion Thread (v0.14.07 released!)
That's why I have the data only zip file.
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May 5th, 2003, 11:50 PM
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Lieutenant Colonel
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Re: Adamant Mod Discussion Thread (v0.14.07 released!)
Fryon, fantastic work.
I like your Vehicle and Component Progressions… And I am learning from them.
Actually I/we like everything.
Storm n Pat (my son) and I are going to start another multiplayer LAN game with this Mod in a few weeks. He has been taunting me now since you Posted v.08 for a LAN game.
EDIT: Actually I just stood corrected, "v.07"
[ May 05, 2003, 23:06: Message edited by: JLS ]
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May 6th, 2003, 12:01 AM
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Private
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Join Date: May 2003
Location: RI. USA
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Re: Adamant Mod Discussion Thread (v0.14.07 released!)
I think my Dads mod is good.
Yours is much more fun
[ May 05, 2003, 23:05: Message edited by: Strom n Pat ]
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